#version 450 layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float height; float width; float location; } params; #pragma parameter height "CocktailTable Image Height" 1.0 -3.0 3.0 0.01 #pragma parameter width "CocktailTable Image Width" 1.0 -3.0 3.0 0.05 #pragma parameter location "CocktailTable Image Separation" 0.0001 -2.0 2.0 0.001 layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; layout(location = 1) out vec2 vTexCoord1; void main() { gl_Position = global.MVP * Position; vTexCoord = ((TexCoord.xy - vec2(0.5 - (params.location), 0.5)) * mat2x2(0.0, 1.0001 * (params.width), -2.0001 * (params.height), 0.0)) + vec2(0.5, 0. ); vTexCoord1 = ((TexCoord.xy - vec2(0.5 + (params.location), 0.5)) * mat2x2(0.0, -1.0001 * (params.width), 2.0001 * (params.height), 0.0)) + vec2(0.5, 0. ); } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 1) in vec2 vTexCoord1; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; void main() { FragColor = vec4(texture(Source, vTexCoord).rgb, 1.0) + vec4(texture(Source, vTexCoord1).rgb, 1.0); }